iigs-game-engine/src/Render.s

834 lines
29 KiB
ArmAsm

; Renders a frame of animation
;
; The render function is the point of committment -- most of the APIs that set sprites and
; update coordinates are lazy; they simply save their values and set a dirty flag in the
; DirtyBits word.
;
; This function examines the dirty bits and actually performs the work to update the code field
; and internal data structure to properly render the play field. Then the update pipeline is
; executed.
;
; There are two major rendering modes: a composited mode and a scanline mode. The composited mode
; will render all of the sprites into the playfield tiles, and then perform a single blit to update
; the entire playfield. The scanline mode utilized shadowing and blits the background scanlines
; on sprite lines first, then draws the sprites and finally exposes the updated scanlines.
;
; The composited mode has the advantages of being able to render sprites behind tile data as well
; as avoiding most overdraw. The scanline mode is able to draw sprites correctly even when scanline
; effect are used on the background and has lower overhead, which can make it faster in some cases,
; even with the additional overdraw.
;
; TODO -- actually check the dirty bits and be selective on what gets updated. For example, if
; only the Y position changes, then we should only need to set new values on the
; virtual lines that were brought on screen. If the X position only changes by one
; byte, then we may have to change the CODE_ENTRY values or restore/set new OPCODE
; values, but not both.
; It's important to do _ApplyBG0YPos first because it calculates the value of StartY % 208 which is
; used in all of the other loops
_Render
sta RenderFlags
lda LastRender ; Check to see what kind of rendering was done on the last frame. If
beq :no_change ; it was not this renderer,
jsr _ResetToNormalTileProcs
jsr _Refresh
:no_change
jsr _DoTimers ; Run any pending timer tasks
stz SpriteRemovedFlag ; If we remove a sprite, then we need to flag a rebuild for the next frame
jsr _ApplyBG0YPos ; Set stack addresses for the virtual lines to the physical screen
lda #RENDER_BG1_ROTATION
bit RenderFlags
bne :skip_bg1_y
jsr _ApplyBG1YPos ; Set the y-register values of the blitter
:skip_bg1_y
; _ApplyBG0Xpos need to be split because we have to set the offsets, then draw in any updated tiles, and
; finally patch out the code field. Right now, the BRA operand is getting overwritten by tile data.
jsr _ApplyBG0XPosPre
jsr _ApplyBG1XPosPre
jsr _RenderSprites ; Once the BG0 X and Y positions are committed, update sprite data
jsr _UpdateBG0TileMap ; and the tile maps. These subroutines build up a list of tiles
; jsr _UpdateBG1TileMap ; that need to be updated in the code field
jsr _ApplyTiles ; This function actually draws the new tiles into the code field
jsr _ApplyBG0XPos ; Patch the code field instructions with exit BRA opcode
lda #RENDER_BG1_ROTATION
bit RenderFlags
bne :skip_bg1_x
jsr _ApplyBG1XPos ; Update the direct page value based on the horizontal position
:skip_bg1_x
; The code fields are locked in now and ready to be rendered. See if there is an overlay or any
; other reason to render with shadowing off. Otherwise, just do things quickly.
lda Overlays+OVERLAY_ID
beq :no_ovrly
jsr _ShadowOff
; Shadowing is turned off. Render all of the scan lines that need a second pass. One
; optimization that can be done here is that the lines can be rendered in any order
; since it is not shown on-screen yet.
ldx Overlays+OVERLAY_TOP ; Blit the full virtual buffer to the screen
ldy Overlays+OVERLAY_BOTTOM
iny
jsr _BltRange
; Turn shadowing back on
jsr _ShadowOn
; Now render all of the remaining lines in top-to-bottom (or bottom-to-top) order
jsr _DoOverlay
ldx Overlays+OVERLAY_BOTTOM
inx
cpx ScreenHeight
beq :done
ldy ScreenHeight
jsr _BltRange
bra :done
:no_ovrly
ldx #0 ; Blit the full virtual buffer to the screen
ldy ScreenHeight
jsr _BltRange
:done
ldx #0
ldy ScreenHeight
jsr _BltSCB
lda StartYMod208 ; Restore the fields back to their original state
ldx ScreenHeight
jsr _RestoreBG0Opcodes
lda StartY
sta OldStartY
lda StartX
sta OldStartX
lda BG1StartY
sta OldBG1StartY
lda BG1StartX
sta OldBG1StartX
stz DirtyBits
stz LastRender ; Mark that a full render was just performed
lda SpriteRemovedFlag ; If any sprite was removed, set the rebuild flag
beq :no_removal
lda #DIRTY_BIT_SPRITE_ARRAY
sta DirtyBits
:no_removal
rts
_DoOverlay
lda Overlays+OVERLAY_PROC
stal :disp+1
lda Overlays+OVERLAY_PROC+1
stal :disp+2
lda ScreenY0 ; pass the address of the first line of the overlay
clc
adc Overlays+OVERLAY_TOP
asl
tax
lda ScreenAddr,x
clc
adc ScreenX0
:disp jsl $000000
rts
; Use the per-scanline tables to set the screen. This is really meant to be used without the built-in tilemap
; support and is more of a low-level way to control the background rendering
_RenderScanlines
lda BG1YTable ; Make sure we're in the right mode (0 = scanline mode, $1800 = normal mode)
beq :ytbl_ok
lda #1
jsr _ResetBG1YTable
:ytbl_ok
jsr _ApplyBG0YPos ; Set stack addresses for the virtual lines to the physical screen
jsr _ApplyScanlineBG1YPos ; Set the y-register values of the blitter
; _ApplyBG0Xpos need to be split because we have to set the offsets, then draw in any updated tiles, and
; finally patch out the code field. Right now, the BRA operand is getting overwritten by tile data.
jsr _ApplyBG0XPosPre
jsr _ApplyBG1XPosPre
jsr _ApplyScanlineBG0XPos ; Patch the code field instructions with exit BRA opcode
jsr _ApplyScanlineBG1XPos
jsr _BuildShadowList ; Create the rages based on the sorted sprite y-values
jsr _ShadowOff ; Turn off shadowing and draw all the scanlines with sprites on them
jsr _DrawShadowList
jsr _DrawDirectSprites ; Draw the sprites directly to the Bank $01 graphics buffer (skipping the render-to-tile step)
jsr _ShadowOn ; Turn shadowing back on
jsr _DrawFinalPass
lda StartYMod208 ; Restore the fields back to their original state
ldx ScreenHeight
jsr _RestoreScanlineBG0Opcodes
lda StartY
sta OldStartY
lda StartX
sta OldStartX
lda BG1StartY
sta OldBG1StartY
lda BG1StartX
sta OldBG1StartX
stz DirtyBits
stz LastRender ; Mark that a full render was just performed
lda SpriteRemovedFlag ; If any sprite was removed, set the rebuild flag
beq :no_removal
lda #DIRTY_BIT_SPRITE_ARRAY
sta DirtyBits
:no_removal
rts
; Run through all of the tiles on the DirtyTile list and render them
_ApplyTiles
ldx DirtyTileCount
phd ; sve the current direct page
tdc
clc
adc #$100 ; move to the next page
tcd
stx DP2_DIRTY_TILE_COUNT ; Cache the dirty tile count
jsr _PopDirtyTilesFast
pld ; Move back to the original direct page
stz DirtyTileCount ; Reset the dirty tile count
rts
; This is a specialized render function that only updates the dirty tiles *and* draws them
; directly onto the SHR graphics buffer. The playfield is not used at all. In some way, this
; ignores almost all of the capabilities of GTE, but it does provide a convenient way to use
; the sprite subsystem + tile attributes for single-screen games which should be able to run
; close to 60 fps.
;
; In this renderer, we assume that there is no scrolling, so no need to update any information about
; the BG0/BG1 positions
_RenderDirty
lda LastRender ; If the full renderer was last called, we assume that
bne :norecalc ; the scroll positions have likely changed, so recalculate
jsr _RecalcTileScreenAddrs ; them to make sure sprites draw at the correct screen address
jsr _ResetToDirtyTileProcs ; Switch the tile procs to the dirty tile rendering functions
; jsr _ClearSpritesFromCodeField ; Restore the tiles to their non-sprite versions
:norecalc
jsr _RenderSprites
jsr _ApplyDirtyTiles
lda #1
sta LastRender
rts
_ApplyDirtyTiles
phd ; save the current direct page
tdc
clc
adc #$100 ; move to the next page
tcd
bra :begin
:loop
; Retrieve the offset of the next dirty Tile Store items in the Y-register
jsr _PopDirtyTile2
; Call the generic dispatch with the Tile Store record pointer at by the Y-register.
jsr _RenderDirtyTile
; Loop again until the list of dirty tiles is empty
:begin ldy DirtyTileCount
bne :loop
pld ; Move back to the original direct page
stz DirtyTileCount ; Reset the dirty tile count
rts
; This rendering mode turns off shadowing and draws all of the relevant background lines and then
; draws sprites on top of the background before turning shadowing on and exposing the lines to the
; screen. Even though entire lines are drawn twice, it's so efficient that it is often faster
; than using all of the logic to draw/erase tiles in the TileBuffer, even though less visible words
; are touched.
;
; This mode is also necessary if per-scanling rendering it used since sprites would not look correct
; if each line had independent offsets.
_RenderWithShadowing
sta RenderFlags
jsr _DoTimers ; Run any pending timer tasks
jsr _ApplyBG0YPos ; Set stack addresses for the virtual lines to the physical screen
jsr _ApplyBG1YPos ; Set the y-register values of the blitter
; _ApplyBG0Xpos need to be split because we have to set the offsets, then draw in any updated tiles, and
; finally patch out the code field. Right now, the BRA operand is getting overwritten by tile data.
jsr _ApplyBG0XPosPre
jsr _ApplyBG1XPosPre
jsr _UpdateBG0TileMap ; and the tile maps. These subroutines build up a list of tiles
; jsr _UpdateBG1TileMap ; that need to be updated in the code field
jsr _ApplyTiles ; This function actually draws the new tiles into the code field
jsr _ApplyBG0XPos ; Patch the code field instructions with exit BRA opcode
jsr _ApplyBG1XPos ; Update the direct page value based on the horizontal position
; At this point, everything in the background has been rendered into the code field. Next, we need
; to create priority lists of scanline ranges.
jsr _BuildShadowList ; Create the rages based on the sorted sprite y-values
jsr _ShadowOff ; Turn off shadowing and draw all the scanlines with sprites on them
jsr _DrawShadowList
jsr _DrawDirectSprites ; Draw the sprites directly to the Bank $01 graphics buffer (skipping the render-to-tile step)
jsr _ShadowOn ; Turn shadowing back on
; jsr _DrawComplementList ; Alternate drawing scanlines and PEI slam to expose the full fram
jsr _DrawFinalPass
;
; The objects that need to be reasoned about are
;
; 1. Sprites
; 2. Overlays
; a. Solid High Priority
; b. Solid Low Priority
; c. Masked High Priority
; d. Masked Low Priority
; 3. Background
;
; Notes:
;
; A High Priority overlay is rendered above the sprites
; A Low Priority overlay is rendered below the sprites
; A Solid High Priority overlay obscured everything and if the only thing drawn on the scanline
;
; The order of draw oprations is:
;
; 1. Turn off shadowing
; 2. Draw the background for scanlines with (Sprites OR a Masked Low Priority overlay) AND NOT a Solid Low Priority overlay
; 3. Draw the Solid Low Priority overlays
; 4. Draw the Sprites
; 5. Draw the Masked Low Priority overlays
; 6. Turn on shadowing
; 7. Draw, in top-to-bottom order
; a. Background lines not drawn yet
; b. PEI Slam lines with (Sprites OR a Masked Low Priority Overlay) AND NOT a High Priority overlay
; c. High Priority overlays
;
; The work of this routine is to quickly build a sorted list of scanline ranges that can the appropriate
; sub-renderer
; jsr BuildShadowSegments
;
; The trick is to create a bit-field mapping for the different actions to define
; lda Overlays
; beq :no_ovrly
;
; jsr _ShadowOff
; Shadowing is turned off. Render all of the scan lines that need a second pass. One
; optimization that can be done here is that the lines can be rendered in any order
; since it is not shown on-screen yet.
; ldx Overlays+OVERLAY_TOP ; Blit the full virtual buffer to the screen
; ldy Overlays+OVERLAY_BOTTOM
; jsr _BltRange
; Turn shadowing back on
; jsr _ShadowOn
; Now render all of the remaining lines in top-to-bottom (or bottom-to-top) order
; ldx #0
; ldy Overlays+OVERLAY_TOP
; beq :skip
; jsr _BltRange
;:skip
; jsr _DoOverlay
; ldx Overlays+OVERLAY_BOTTOM
; cpx ScreenHeight
; beq :done
; ldy ScreenHeight
; jsr _BltRange
; bra :done
;:no_ovrly
; ldx #0 ; Blit the full virtual buffer to the screen
; ldy ScreenHeight
; jsr _BltRange
;:done
; ldx #0
; ldy ScreenHeight
; jsr _BltSCB
lda StartYMod208 ; Restore the fields back to their original state
ldx ScreenHeight
jsr _RestoreBG0Opcodes
lda StartY
sta OldStartY
lda StartX
sta OldStartX
lda BG1StartY
sta OldBG1StartY
lda BG1StartX
sta OldBG1StartX
stz DirtyBits
stz LastRender ; Mark that a full render was just performed
lda SpriteRemovedFlag ; If any sprite was removed, set the rebuild flag
beq :no_removal
lda #DIRTY_BIT_SPRITE_ARRAY
sta DirtyBits
:no_removal
rts
; Look at the overlay list and the sprite list and figure out which scanline ranges need to be
; blitted in what order. We try to build all of the scan line segments lists because that
; saves the work of re-scanning the lists.
;
; The semgent list definitions are:
;
; BLIT_W_SHADOW_OF
BuildShadowSegments
; ldx _SortedHead
; bmi :no_sprite
;:loop
; lda _Sprites+CLIP_TOP,x
; lda _Sprites+SORTED_NEXT,x
; tax
; bpl :loop
;
; lda #0 ; Start at the top of the
rts
; Function to iterate through the sprite list and build a merged scanline list of sprites. Once this is
; done, we re-scan the list to build the complement for scanlines that do not need shadowing.
_BuildShadowList
ldy #0 ; This is the index into the list of shadow segments
ldx _SortedHead
bmi :empty
bra :insert
; Start of loop
:advance
iny
iny
:insert
lda _Sprites+SPRITE_CLIP_TOP,x ; Load the sprite's top line
sta _ShadowListTop,y ; Set the top entry of the list to the sprite top
lda _Sprites+SPRITE_CLIP_BOTTOM,x ; Optimistically set the end of the segment to the bottom of this sprite
inc ; Clip values are on the scanline, so add one to make it a proper interval
:replace
sta _ShadowListBottom,y
:skip
lda _Sprites+SORTED_NEXT,x ; If there another sprite in the list?
bmi :no_more_sprites ; If not, we can finish up
tax
lda _ShadowListBottom,y ; If the bottom of the current sprite is _less than_ the top of the next
cmp _Sprites+SPRITE_CLIP_TOP,x ; sprite, then there is a gap and we create a new entry
bcc :advance
lda _Sprites+SPRITE_CLIP_BOTTOM,x ; Get the bottom value of the next sprite.
inc
cmp _ShadowListBottom,y ; If it extends the segment then replace the value, otherwise skip
bcc :skip
bra :replace
:no_more_sprites
iny ; Set the list count to N * 2
iny
:empty
sty _ShadowListCount
rts
; Run through the shadow list and make a complementary list, e.g
; [[0, 7], [12, 19]] -> [[7, 12], [19, end]]
; [[2, 10], [20, 40]] -> [[0, 2], [10, 20], [40, end]]
_ComplementList
ldy #0
tyx
lda _ShadowListCount
beq :empty_list
lda _ShadowListTop
beq :loop
stz _DirectListTop
sta _DirectListBottom
inx
inx
:loop
lda _ShadowListBottom,y
sta _DirectListTop,x
iny ; Move to the next shadow list record
iny
cpy _ShadowListCount ; Are there any other segments to process
bcs :eol
lda _ShadowListTop,y
sta _DirectListBottom,x ; Finish the direct list entry
inx
inx
bra :loop
:eol
lda ScreenHeight
sta _DirectListBottom,x
inx ; Set the count to N * 2
inx
stx _DirectListCount
rts
:empty_list
lda #1
sta _DirectListCount
stz _DirectListTop
lda ScreenHeight
sta _DirectListBottom
rts
; Iterate through the shadow list and call _BltRange on each
_DrawShadowList
ldx #0
bra :start
:loop
phx ; Save the index
lda _ShadowListTop,x
ldy _ShadowListBottom,x
tax
jsr _BltRange
plx
inx
inx
:start
cpx _ShadowListCount
bcc :loop
rts
; Run through the list of sprites that are not IS_OFFSCREEN and not OVERLAYS and draw them directly to the graphics screen. We can use
; compiled sprites here, with limitations.
_DrawDirectSprites
lda RenderFlags
bit #RENDER_SPRITES_SORTED
bne :sorted
; Shift through the sprites
lda SpriteMap
beq :empty
sta tmp15
ldx #0
:iloop
lsr tmp15
bcc :next
jsr :render
:next inx
inx
lda tmp15
bne :iloop
rts
:sorted
ldx _SortedHead
bmi :empty
:loop
jsr :render
lda _Sprites+SORTED_NEXT,x ; If there another sprite in the list?
tax
bpl :loop
:empty
rts
:render
lda _Sprites+SPRITE_ID,x
bit #SPRITE_OVERLAY
beq *+3
rts
lda _Sprites+SPRITE_STATUS,x
bit #SPRITE_STATUS_HIDDEN
beq *+3
rts
phx
jsr _DrawStampToScreen
plx
rts
; Run through the sorted list and perform a final render the jumps between calling _PEISlam for shadowed lines,
; _BltRange for clean backgrounds and Overlays as needed.
;
; The trick here is to merge runs of shared render types.
;
; Loop invariant: X-register is the current object index, Y-register is the next object index
;
; TODO: This does not yet handle the case of a narrow overlay in the middle of a sprite. The second half of the sprite will not be exposed
; by a PEISlam.
;
; e.g. |--- Overlay ---|
; |-------------- Sprite ----------------|
;
; Output Should be |-- PEI --||--- Overlay ---||--- PEI --|
; But currently is |-- PEI --||--- Overlay ---|
_DrawFinalPass
:curr_top equ tmp0
:curr_bottom equ tmp1
:curr_type equ tmp2
ldx _SortedHead
bmi :empty
lda _Sprites+SPRITE_CLIP_TOP,x ; Load the first object's top edge
beq :loop ; If it's at the top edge of the screen, proceed. Othrewise _BltRange the top range
ldx #0
tay
jsr _BltRange
ldx _SortedHead ; Reload the register
:loop
lda _Sprites+SPRITE_ID,x ; Save the type of the current segment. Do this first because it can be skipped
and #SPRITE_OVERLAY ; when merging ranges of the same type
sta :curr_type
lda _Sprites+SPRITE_CLIP_TOP,x
sta :curr_top
lda _Sprites+SPRITE_CLIP_BOTTOM,x ; Optimistically set the end of the segment to the bottom of this object
inc ; Clip values are on the scanline, so add one to make it a proper interval
:update
sta :curr_bottom
:skip
ldy _Sprites+SORTED_NEXT,x ; If there another object in the list?
bmi :no_more ; If not, we can finish up
lda :curr_bottom ; If the bottom of the current object is _less than_ the top of the next
cmp _Sprites+SPRITE_CLIP_TOP,y ; sprite, then there is a gap and we can draw the current object and a
bcc :advance ; _BltRange up to the next one
; Here, we've established that there is another object segment that starts at or within the bounds of the current
; object. If they are of the same type, then we can merge them and look at the next object in the list; treating
; the merges range as a larger, single object range.
;
; If they are different, then clip the current object range to the top of the next one, render the current object
; range and then take the new object as the current one.
;
; If the first object extends past the second, we are going to miss the remainder of that object. We really need a
; stack to put it on so that it can eventually be processed later.
lda _Sprites+SPRITE_ID,y
and #SPRITE_OVERLAY
cmp :curr_type
bne :no_merge
tyx ; Move the next index into the current
lda _Sprites+SPRITE_CLIP_BOTTOM,y ; Get the bottom value of the next sprite.
inc
cmp :curr_bottom ; If it extends the segment then replace the bottom value, otherwise skip. In
bcc :skip ; either case, the type and top value remain the same
bra :update
; This is a simpler version of the 'advance' below. In this case there are overlapping ranges, so we just need to draw a
; clipped version of the top range and then restart the loop with the next range.
:no_merge
lda _Sprites+SPRITE_CLIP_TOP,y ; Get the top of the next segment
sta :curr_bottom ; Use it as the bottom of the current segment
phy ; Save the next index...
jsr :PEIOrOverlay ; Draw the current segment type
plx ; ...and restore as the current
bra :loop ; Start again
:advance
phy
jsr :PEIOrOverlay ; Draw the appropriate filler
lda 1,s
tax
ldy _Sprites+SPRITE_CLIP_TOP,x ; Draw the background in between
ldx :curr_bottom
; brk $34
jsr _BltRange
plx
bra :loop
; List is empty, so just do one big _BltRange with a tail call
:empty
ldx #0
:no_more2
ldy ScreenHeight
jmp _BltRange
; Found the end of the list. Draw current object and then blit the rest of the screen
:no_more
jsr :PEIOrOverlay
ldx :curr_bottom
cpx ScreenHeight
bcc :no_more2
rts
; Help to select between calling an Overlay or PEISlam routine
:PEIOrOverlay
lda :curr_type
bne :overlay
ldx :curr_top
ldy :curr_bottom
jmp _PEISlam
:overlay
lda _Sprites+OVERLAY_PROC,x
stal :disp+1
lda _Sprites+OVERLAY_PROC+1,x
stal :disp+2
lda ScreenY0 ; pass the address of the first line of the overlay
clc
adc _Sprites+OVERLAY_TOP,x
asl
tax
lda ScreenAddr,x
clc
adc ScreenX0
ldx :curr_top
ldy :curr_bottom
; brk $33
:disp jsl $000000
rts
_DrawComplementList
ldx #0
lda _DirectListCount ; Skip empty lists
beq :out
lda _DirectListTop ; If the first segment starts at 0, begin with _BltRange
beq :blt_range
lda #0
bra :pei_first
:blt_range
phx
lda _DirectListTop,x
ldy _DirectListBottom,x
tax
jsr _BltRange
plx
lda _DirectListBottom,x ; Grab a copy of the bottom of the blit range
inx
inx ; Advance to the next entry
cpx _DirectListCount
bcs :last ; Done, so check if there is any remaining part of the screen to slam
:pei_first
phx
ldy _DirectListTop,x
tax
jsr _PEISlam
plx
bra :blt_range
:last
cmp ScreenHeight ; If the bottom on the last segment didn't come to the bottom of the
bcs :out ; screen, then expose that range
tax
ldy ScreenHeight
jsr _PEISlam
:out
rts
; Helper to set a palette index on a range of SCBs to help show which actions are applied to which lines
DebugSCBs
phx
phy
sep #$30 ; short m/x
pha ; save the SCB value
phx
tya
sec
sbc 1,s
tay ; number of scanlines
pla
clc
adc ScreenY0
tax ; physical line index
pla
:loop
stal SHR_SCB,x
inx
dey
bne :loop
rep #$30
ply
plx
rts